updates to this master post are carried out by Cepheus - January 1st, 2012Until further notice, updates to this master post are carried out by Corribus - January 14, 2013

Status in a nutshell:
Version 1.0 has been released to the public, adding the Cove town to the game and a short introductory campaign, but this build currently exists in Russian only, and can only be installed on Heroes of Might and Magic III: Complete. An English version is underway and is expected soon, and further versions are planned to enable compatibility with WoG and the ERA scripting system. Download HotA here.

PLEASE NOTE: The HotA team will publish release date information about the English version when they are ready. When that happens, this post will be changed to reflect a projected release date. Until that time, please do not clutter the thread with demands to know when the English language version will be released. If this note is still here, the answer is that nobody knows.
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Background:HEROES OF MIGHT AND MAGIC III: HORN OF THE ABYSS is, its current form, a mod crafted by the Russian-speaking Heroes community for Heroes of Might and Magic III: The Shadow of Death. It is the first fan mod in the history of the entire series to successfully add a mostly-stable, all-new town, without replacing any other factions in doing so.

HotA was initially announced at Heroes Community in May 2008 (see the archived post below this one), and was tentatively scheduled for a release within that year, but this estimate was pushed forward several times due to various technical difficulties. The mod gained a very considerable following, with this thread alone receiving hundreds of thousands of views from enthusiasts, and countless comments.

The mod promised three new factions would be added to H3, with a new one coming in each of the three global versions: the pirate-focused Cove town, the snowy Kronwerk/Crownwork populated by Dwarves and Giants, and the Cathedral, a dark antithesis to the Castle town led by inquisitors. In the spirit of a classic expansion pack, new heroes, artifacts, objects, terrains, spells, gameplay and features were intended for inclusion.

A sudden dispute within the HotA development team significantly crippled its progress, and for months on end it seemed certain that it would never be released. A disgruntled insider leaked a bugged beta version, which included a playable yet crash-prone first version of the Cove town, but nothing official immediately followed. However, in 2011, the team regrouped in a redoubled effort to finish version 1.0, and triumphed by the (very) end of the year in delivering the Cove, Heroes of Might and Magic III's de facto tenth town (with a small campaign).

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Active projects:
Work is apparently ongoing on version 2.0, and Docent Picolan (project leader) has asserted hopes that the next build will support WoG's ERA engine for scripting. The status of the Crownwork and Cathedral towns is a bit uncertain, but Aleee states that support for the Cove in the map editor is a top priority at least. I quote: "I'd say that it's not HotA that was released, but Cave. And a small campaign. All those features you heard about are still planned, but they're for next builds."

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Images (click for full-size):

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Further ado:
This thread was initially much, much larger, but it was closed in 2010 by Angelito for a long period due to a slew of pointless, immature arguments from several members and the steadily-proliferating idea that HotA would never be released. Before re-opening it in 2011, I removed many superfluous comments and trimmed it down to the most salient content (developer news posts and information). A complaint was then made that I was trying to sabotage freedom of speech in doing so, so I counter by noting that you can see a fully-archived, uncut version from before I started cleanup here.

MOD NOTE: This content is an archived form of the original first post in this thread, added by Hippocamus - not Docent Picolan - in May 2008. It is by now out-of-date, and has been replaced by a more current synopsis of the mod.

Briefly about the Horn of the Abyss add-on project:

1. The aim of the project is to create an add-on for Heroes of Might & Magic III SoD\WoG (it can be installed over every version) with lots of new features. We make the main accent on the quality of all new HotA features. Under the term “quality” we understand the maintenance of original game balance, and of course we are going to make all new graphic materials in the original heroes style.

We understand that many people would like to know how our add-on is connected to the WoG. So we can answer this question now. HotA IS NOT a new version or sequel or new branch of the WoG add-on. Our add-on is absolutely independent and is created by different people. The HotA team has no connections with the WoG team at all. As for the technical aspect – we do use the ERM script language from WoG in our add-on, and also the full compatibility with WoG is saved. Our players will be able to play WoG maps and campaigns and even to switch on the WoG options panel in HotA (if they want of course =))

2. Our main direction is to create the classical add-on. In the point 1 we’ve explained what we understand by the term “quality”, but what do we understand by the term “classical”? Let us give you an example – the original Heroes III add-on – The Armageddon’s Blade - included new monsters, new landscapes, new artifacts and as the “main dish” - the new town. But the original Heroes style and gameplay remained the same in the add-on. The same we can say about the HotA. The main tendency for it is the development and improvement of traditional game elements instead of making something absolutely new and sometimes out of style. Also we work on the technical progress of the game we are going to improve some graphics and the interface.

3. About the versions of the HotA:
We plan to create threeglobal versions of our add-on (But theese plans are only for the nearest future. Later we plan to release more versions): 1.0 will include new Cove Town, the first part of the add-on campaign, some new artifacts, monsters, objects etc.2.0 New Kronverk Town, the second part of the campaign (and also new missions connected with alternative town creatures besides the main campaign), new arts, monsters, spells and objects.3.0 New Cathedral town, the third part of the campaign and some new stuff.4.0 and later - We didn’t already formed the list of new features and new town for these versions. It’s likely to be the roman style town.

4. The list of the main new features of three global versions:
1) New towns
• The Pirates Cove. The main part of its population is pirates, brigands, marine creatures und different deep-sea monsters. The general alignment is neutral. The strategy and tactics are oriented on the fast unit speed and sudden attack. As for the weak sides of the town we can mention 4-level magic guild, rather weak defense and that some town features become useless on maps without water landscape. The general architecture style of the Cove is medieval and a bit rough. Most buildings are wooden except the stone Fort. The Cove will be released in HotA 1.0 beta-version 0.1
• The Kronverk(germ.) – the alliance of the northern nations – dwarves, highlanders and nordlings. The town consists of these races and other northern mythical creatures. The Kronwerk tactical style will depend on maximal defense and to the magical potential of the town NEW magic spells (Rune magic) will be added. As for the weak sides – rather slow unit speed and no flying units. Architecture – roman style and some Eskimo-styled (igloo, buildings made from ice and snow). The town will be released in HotA 2.0.
• The Cathedral - inquisition, religious fanatics practicing torture and magic. Neutral alignment – (for their objectives tend to be good, but their methods are certainly evil). Strategy and tactics – attack oriented, powerful attack spells. Weak sides – rather slow speed, medium defense. Classic Gothic architecture – high buildings, narrow windows, faint lightning. The town screen will have bleak and sombre autumn atmosphere. This town will be released in HotA 3.0
2) Alternative creatures
In every original town and every new town we are going to add three alternative creatures. What will they be? For example in the Rampart you will have to choose what to build – the Pegasus dwelling or the dwelling for new alternative monster – Satyr.
Satyrs will be 4th level creatures as well as Pegasus.
What is the reason of including alternative monsters in the game – you may ask. To add loads of new tactic schemes and to improve the game balance – we may answer.
Be sure not to confuse alternative monsters with alternative upgrades. Alternative units will be absolutely new without any connections with the former ones.
When creating appearance for our alternative units we tend to preserve the original unit style of the town. For example – the alternative unit of the Castle – Squire and his upgrade – Royal Guard.

3) New map objects
It’s all plain with this point – new objects will extend player’s abilities and make the game more interesting. For example:
Beholder's Sanctum (water object)
Temple of Loyalty

4) New artifacts
In the first three versions we are going to have up to 150 new artifacts with unique qualities and appearance. To every artifact class (Treasure, Relic etc) we will add the same number of new ones. Some artifacts will be part of new artifact combinations.
You can see most of new artifacts on HotA screenshots.
5) New spells - There will be 12 new spells in the first version.
6) New terrain types - We will add three new terrain types in the first versions. Do not confuse them with terrain map objects (like the Cursed Land and Clouds etc)
7) Commanders - For those people who played the WoG add-on the idea of commanders is familiar. But unfortunately the creators of WoG could not carry out this interesting and promising concept in a proper way. And so the idea of commanders will be one of the few WoG features remade and changed to the core in our add-on. Except new graphics we are going to revise their general role in battle, their characteristics and their development. This innovation will be included in the 1.5 version.
Cove commander:
8) The unit (stack) experience - All we have to do is to improve this idea (from WoG) considering the terms of balance and gamplay. It will be included in the 2.0 version.
9) Town Keepers - The player will be able to hire a new unique unit to protect his town. This unit will be only one for the player and will be used only while the siege of the towns. Included in the 1.0
10) Ammunition - Each type of monsters will have the ammunition – some analogue for creatures’ artifacts. We can’t tell you anything more about this because this feature will appear only in the 3.0 version.
11) New siege machines - Each and every town both original and new ones will have their own siege machines. Now this machines are – the ballista, the first aid tent and the ammo cart. This innovation will be optional and will appear in the 2.0 version.
Concept-art of Stronghold siege machine:
12) And lots of other new features – wait for the further information.
For the complete list of new features (points 3-11) look up to the feature document which will be included to every new version of the add-on. Some info you will be able to find on our website.
5. The team and support
We do not have any bosses, coordinators and other useless gradations and divisions in our team. All our members have equal rights duties.
Our project was organized by the group of friends and accomplices and has no commercial interest. The idea of the add-on was established in the 2007 but it’s active development started in 2008.
If you want to help our team – please write. Now we need experienced 3d-modellers, artists, programmers, coders and professional Heroes III mapmakers (for further maps and campaigns for the HotA).

Quote:-Yeah, I love undeads and as I see new skeleton, seriously, I wish somebody could make a Skeleton Archer

The creation of the skeleton-archer is in progress.

Quote:RESPECT

Thanks.

Quote:Very interesting, I'm really waiting for more. Could you tell us something more about the lineup and other new features since some of us don't speak Russian at all? And... what will be the plot and which towns are you going to replace?

We are not going to replace towns; we are going to add them as the new ones without replacing the old ones.

Quote:Great to hear you're going to make a Skeleton-Archer !

Can I have one suggestion about the Bone Golem ? Isn't he a little bit too bright ? I mean, if you compare him with the original HOMM3 Skeleton he's much more bright.

Damn, you're right, I forgot you guys are from Russia. Damn. Maybe someday somebody could try to explain it to me anyway.

And about those artefacts ? What are they doing ?

Could you please give some more info about the towns and creatures ? I mean, there will be 3 fully new towns ? (one town have - 7 creatures + 7 upgraded, one creature for 8th level unit and one for commander = 16 units per one town, that means 48 untis. :-O )
I wanted to ask, there will be only town units or I understand it there will be 3 new towns + new neutral creatures ?

Do you participate (cooperate) with the WOG team ? Or are you even members of WOG team ?

The 3rd picture (3. Map Screen) - what is that golden tower for ?

Can't wait for more info about spells,objects and those units. Maybe even heroes ?

Damn, I'm still so excited. And guys sorry for my English I'm not good in it.

1) Golem is not made yet. We are still working on its improvement.
2) Sorry but you are not right. Besides town monsters we are going to make additional town monsters, lots of neutral monsters, additional monsters for the standard towns. This means that it will be 80-90 of new creatures in our add-on.
3) We plan to make neutral creatures as well as the town ones.
4) That is The War Skill Tower. We are not going to announce its properties. We will announce it in a few weeks.

Quote:I'd also like to know if you have the blessings of the WoG team... Perhaps these blessings should be visible to everyone. If I estimate how people talk about a forthcoming version of WoG[1] I think many are working on an add-on, who knows they might not be compatible?

Erhm, I wouldn't suggest things as of now just to influence the first version, but I just wanted to let you guys know that I've lost the overview over all the add-ons being made. I very well support that you shouldn't continue with the old name. :-) You guys look very promising.

Our add-on is compatible with most of the WoG add-on

Baklava, Homer171, kesnar, Feenor:
Thank you we hope we will manage to complete our work in time.

Gazolin4:
This monster (Chimera) is going to be in the Cathedral town. Here you can see the last version.
This is not a classical conception of this creature (it usually has two or three heads), but we think that it’s the most appropriate chimera image for our add-on.

Quote:These creatures i see on the screenshots looks like they're plastic creatures.
I mean, they look fine. But they aren't 100% Heroes 3-ish, sorry.
Maybe these new monsters shall be blurred, because they're too shiny imo.

The work on the models is still in progress. That creatures on the screenshots are NOT the last version of their appearance it will be improved soon.
____________
Forever Twisted!

Quote:Back on topic: How did you get around the limit on the number of towns and creatures in order to add your towns without replacing anything?

That's a good question! I personally do not deal with programming and the resources stuff, but I know for sure that the bounds of unit limit are already broken. So we will have plenty of new creatures without any replacements. So don't you worry... That’s the only thing I can tell you now...

Quote:
That's a good question! I personally do not deal with programming and the resources stuff, but I know for sure that the bounds of unit limit are already broken. So we will have plenty of new creatures without any replacements. So don't you worry... That’s the only thing I can tell you now...

Can you ask whoever is doing the programming on the team if they will manage to add the three new towns without replacing the existing 8? Because if they cant find a work-around using WOG and the original H3 code then they should get in touch with the VCMI team who are recreating the entire H3 engine but without any of these limits and making it much more mod-friendly. They're progressing pretty fast too.

Quote:What about squire and royal guard.Are they neutral, alternative upgrade or what Baklajan said about the 10 creatures/14 creatures???

Alternative monsters system a new feature – you will be able to build new dwellings. For example instead of Griffin Tower you may build another building where you’ll be able to train Squires – Royal Guards.
So the player will have to choose which units he wants to have – flying griffins or Squires (a bit stronger and with better attack/defense). This will set a more complicate tactical approach to the game introducing deeper and careful strategy.

Quote:Also would HoTA replace commanders?Cause the now days commanders don't look so good.(I hope tha there will be commanders)

We working on absolutely new commanders with new models and concepts. For example we gonna have new Dungeon commander – Draconide.

Docent_Picolan have putted this picture on this thread before.
But it was deleted together with the discussion about Baklajan and his truthlusting HotA knowledge.
Please, ask the HotA members about this object.

And here we see a Templar (Level 6 upg. Cathedral creature) attack a Crusader (Level 4 upg. Castle creature) with ACTION.
Sorry for doing this
I'm NOT going to be a HotA member

Quote:I have a question:
Will you include creatures like Darkness Dragon, Lord of Thunders etc???If yes will you remake them too(cause neither they look so good)???

We are going to do it in a different way – in WoG they used to have the 8th level based on the 7th, but we are going to create absolutely new 8th level creatures (Divine Keepers) with new models and. So there will be now supreme Dragons or Titans but new monsters. Like Mastodon in the Stronghold for example.

Quote:Ok, another question: Is the creature information for the harbor town thats posted on woggrad accurate? Because if so then Harbor will be very overpowered, most of their creatures are better in stats than creatures from other castles but cost the same or less. Some serious balancing needed.

Sorry I cannot understand which town do you mean… Is it the Cove (Prichal, Ïðè÷àë) or the Harbor (Haven, Ãàâàíü)? If it’s the Harbor – we have to inform you that the Harbor will not be in our add-on it’s the different town with different developers team.